Favourite Names for Weapons

My goliath warpriest called his mountain blade* Vox Populi; you know, Celestial for Voice of the People, as he spent a great deal of his time fighting monsters. The end result, if he'd had time to finish getting it enchanted, would've been +5 Keen Holy Dragonbane Giantbane.

Brad

* - Basically a modified Great Scimitar, but deals piercing damage as well. The typical mountain blade has a chisel tip for punching through armor on a thrust, in addition to the usual mode of swinging it. In Nakovka's case, it was a Large version, so that was 3d6/18-20 x2.
 

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My buddy named his magical axe "Raptor" back when we first started playing ('92, 2E Dragonlance).

Since then, I've been doing most of the naming as DM:

Garund: +6 intelligent adamantine lightning blast greataxe.

The Twin Shades: Glaurung and Glaurang (yes, taken in part from Tolkien): paired +3 scimitars with various shadowy powers.

Executor: +3 keen vorpal greataxe.

Oromea: +5 intelligent holy avenger longsword.

The Fist of Righteouness: +4 holy ghost touch heavy mace (various divine powers).

Heck, I have Harthor right here. Maybe someone can use it:

"Harthor" +5 intelligent holy dragonbane greatsword
INT 19 WIS 10 CHA 19 AL LG Ego 33 Caster Level 20

Lesser Powers:
10 ranks in Diplomacy
10 ranks in Intimidate
10 ranks in Sense Motive
Locate Object 3/day

Greater Powers:
Improved Evasion
Overland Flight 1/day
Locate Creature 3/day

Special Purpose:
Slay Chromatic Dragons

Dedicated Power:
Casts True Resurrection on wielder if slain by a chromatic dragon 1/month.

Harthor has hearing, darkvision, low-light vision, blindsense, and telepathy at 120', and confers these sensory benefits to the wielder when grasped by the hilt. The weapon can speak common, draconic, celestial, abyssal, infernal, and elvish.

All greater powers can only be used when grasping the sword's hilt. Lesser powers may be used by anyone wearing Harthor whether the sword is sheathed or unsheathed. Harthor may use any lesser or greater powers on the wielder should he/she grasp the sword hilt. A successful ego check allows the wielder to resist.

Harthor may use true ressurection upon her slain wielder at any time up to 200 years after death, but she must be touching the wielder in some way (sheathed, grasped, lying against the corpse, etc.).

When chormatic dragons or draconic creatures of chromatic origin are within range of Harthor's senses, she forces her wielder to attack, calling for an immediate ego check should the wielder wish to resist.

Harthor's scabbard has its own powers. The sword itself has no control over these abilities. All powers are set at caster level 20:

-Casts cure critical wounds (4d8+20 healed, standard action, provokes AoO) 3/day.
-Confers constant energy resistance 30 against fire, electricity, acid, cold, and corrosive gas (a green dragon's breath weapon).
-Should Harthor's blade ever break, placing the broken shards in the sheath heals the blade of 1 hp/day (see DMG for sword hp).

Harthor’s History

This weapon was forged by elves at the height of Myth Drannor's power. Near death and ancient beyond years, the bronze wyrm Harthorilnaeryndrim passed her essence into the blade at its forging, forever living on in the pursuit of slaying evil dragons.

The blade brought low many dragons, even serving in the hands of a powerful elven paladin, Thilyarintor Shatterscale. During The Weeping War, Thilyarintor wielded Harthor against a host of green dragons, even slaying the ancient green wyrm Belgrazmoram single-handedly while both elves and daemons looked on in awe. In the chaos of the War, Harthor was lost as Thilyarintor was killed by a trio of beholders who coverged their eye rays in a rain shower of destruction. All that was left were a few scattered ashes, and Harthor was lost to history. Elven sages tend to disagree on the path of the blade after the Weeping War. Some speculate that it was taken up and spirited off to Evermeet as the surviving elves fled the fallen city. Others speculate that the weapon was taken by a skulking green wyrm as a trophy for its horde. Regardless, the weapon would not resurface for another hundred years.

In the Year of the Broken Branch (864 DR), the human dragon slayer Gremain Yusseltassar of Baldur's Gate challenged Gnarlagon, or "Old Gnarl Bones," an ancient red dragon of unquestioned might lairing in the Desertsmouth Mountains. Gremain wielded the ancient elven blade, Harthor, and how he came to possess the blade is unknown. It is speculated that he and an elven sorceress fell in love, the blade symbolizing their love, but even Elminster is unsure of this possibility. During the raging conflict, Gremain somehow fell to the spells of the dragon. Harthor's power was known to Gnarlagon, and the dragon cast the blade into the mouth of the volcano he called his lair. There the blade rested for over five hundred years, buried deep beneath a massive pool of lava.

In the summer of the Year of Wild Magic (1372 DR), Harthor was found again. A trio of powerful adventurers out of the western Dalelands challenged the current residents of Gnarlagon's former volcanic lair. They were the human barbarian Rusk of Damara, the human cleric of Mystra Aldamar (a known wielder of spellfire hailing from Silverymoon), and the elven arch-wizard Khaltarah of Evereska. The current draconic occupants included a very old female red, her adult consort, and their brood consisting of dozens of wyrmlings and very young reds. The battle nearly destroyed the mountain itself, but the dragons were either killed or driven off, and as the she-dragon toppled into the massive lava pit below, she held Aldamar tightly in her jaws, taking him with her to his death. The two plummeted, and the human barbarian giant Rusk (some say he is blessed by either Mystra or Tempus in size and strength) fell with them, putting his great strength to the dragon's jaws, prying them open before impact three hundred feet below. Both he and the gargantuan dragon plunged into the lava as Aldamar flew free on the wings of his spells. If not for the protective spells of elven arch-mage Khaltarah, Rusk would have burned instantly. Unfortunately, Rusk's heavy armor made swimming nearly impossible, and the weight of the dragon carried him down to drown in the lava pit.

Accounts aren't clear on how Rusk (who prefers to allow other, more well-spoken companions tell his story) emerged from the lava with his life, but a few tense moments after he disappeared beneath the lava, carried deeper by the weight of the dragon, Rusk burst forth in a great spray of lava, grasping a shining, bright white sword. Harthor had been found.

Harthor's scabbard was found in the hoard of the she-dragon and her brood, along with what was later learned to be the armor, shield, helmet, and gear of the long-slain human Gremain Yusseltassar.

The whereabouts of Gnarlagon have been lost to time and destruction. It is thought that he eventually grew to such size that his bulk gave him no place to rest and hide from the searching eyes of eager dragon slayers (or that he simply grew weary of Faerun), and he left Toril for the Astral Plane, there to serve (and scheme against) Vlaakith, githyanki Lich-Queen.
 

I've had so, so many named weapons...some that immediately come to mind:

Vile Silencer, holy avenger
Winter's Kiss, frost brand
Stormclaw, shocking burst
Hellbringer, had something to do with fire
Warsong, adamantine flaming keen longsword +2
Steelfist, warhammer
 

Based off a pic in the Shadowrun Cannon Companion, my Dwarf Barbarian/Ranger has two clubs named "Meat" and "Potatoes".

In Futurama, Bender has names for his hands... so does my Bender-Based Warforged Drunken Master...

"Grabby" and "Squeesy".
 

Wow, my games have always had a lot of named weapons. I use four main methods – steeling names I like from obscure fiction (to the best of my knowledge none of the examples here fall into that category), jamming normal words together to form a cool name, using a single (often obscure) word, or forming names from other languages (real, imaginary, and combinations of the two). A quick scan of my notes turned up the following, though I know I've had dozens more.

While these do sometimes have specific in-game powers attached to them, I generally do names based on origin, myth, philosophy of owner/maker or religion, so I'm not bothering to duplicate the game rules for each weapon. I think the names most stand on their own.

Autumn's Claw

Winter's Bite

Dawnbringer

Black Azoth

The Dark Eye of Neris

Ammin's Fist

Nightcrest

Ironbolt

Holtkeeper

Moonfire

Bright-Rail

Acediast

Abderain, the Jester's Blade

Dawk

Deflagrator

Kedge

Outrance

Whisper

Heiklinge (holy razor)

Vinkastal (steel wave)

Kylabett (biting cold)

Havsegvagg (storm wall)

Jatteknup (giant's braid)

Nattvaktare (night guard)

Daedalege (cunning blade)

Uinen Kal (great circle)

Dhoketh (hawk's wind)

Trafera (tree warden)
 

Those are some nice weapon names, OStephens.

Except "night guard" - that makes me think of those tooth guards people wear when they grind their teeth. ;)
 

Nuclear Platypus said:
My fave is from Dr. Gary Larson.

"Now this end is called the thagomizer, named after the late Thag Simmons."


Wikipedia *Thagomizer* and you'll see that it's become a pseudo-official term used in Paleo-biology ;)
 

My epic bard... oddly enough named "Rabelais" used an intelligent rapier named "Giselle"

Fear and Loathing were a pair of daggers on one Rogue of mine.
 


Hmm...

"Glorious Tiger", a +3 holy flaming bastard sword. Once a week, it could be used to summon a celestial dire tiger.

No one's ever actually used it, I just make named weapons for fun.
 

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